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One-off Question Topic « 1 2 3 » Charon 42 21777 Last post July 19, 2015, 04:53:57 PM
by Lord Squirtle
Charon's New and Improved Music Hacking Tutorials « 1 2 » Charon 20 15077 Last post March 12, 2012, 03:32:49 PM
by Charon
Do Not Post Commercial Rom Files Atrius 0 3766 Last post October 11, 2008, 05:55:00 AM
by Atrius
Android/iOS/PC Porting...? Claros Flamestrike 2 36 Last post Yesterday at 03:51:24 PM
by Claros Flamestrike
Post your GBA ASM Questions here. « 1 2 ... 6 7 » Fox 95 23129 Last post November 14, 2016, 07:00:30 PM
by Luna_blade
Some idea I had Luna_blade 7 977 Last post August 20, 2016, 01:24:27 PM
by Luna_blade
Making text editor. « 1 2 ... 8 9 » Lord Wolfram 125 27923 Last post June 22, 2015, 09:05:44 PM
by pablitox
Midi and Midi instrument data Lord Wolfram 5 3472 Last post March 25, 2015, 04:24:32 AM
by Lord Wolfram
Palette info Lord Squirtle 10 3137 Last post December 10, 2014, 10:25:51 AM
by Fox
Something odd Luna_blade 8 7501 Last post May 18, 2014, 03:07:10 PM
by Luna_blade
Brave Frontier hack tool JohLuo 1 13270 Last post April 15, 2014, 02:49:54 PM
by Fox
Map editor? Lord Wolfram 9 2562 Last post April 10, 2014, 06:06:57 PM
by Lord Wolfram
Terminology Fox 10 2252 Last post January 03, 2014, 10:20:25 PM
by Misery
Pokemon Jupiter Version « 1 2 3 4 » Charon 45 25036 Last post September 08, 2012, 05:20:07 PM
by Rolina
Elibian Nights (A Fire Emblem 7 Hack) « 1 2 » Arch 19 16271 Last post July 02, 2012, 04:27:19 PM
by Arch
Street Fighter 2 Arcade hacking Drakon 2 2624 Last post April 30, 2012, 03:00:40 PM
by Drakon
Pokemon Amethyst (Ruby hack and edit) « 1 2 » Takumi 27 9525 Last post April 05, 2012, 04:47:49 AM
by Takumi
Hacks I have in mind Hoopa 8 3182 Last post April 03, 2012, 04:40:16 AM
by howard77
Golden Sun: The Chains That Bind The Fates « 1 2 3 » Tetsuya the Azure Blade 32 8244 Last post December 22, 2011, 07:05:41 PM
by Tetsuya the Azure Blade
Tales of... the Golden Sun « 1 2 3 » JamietheFlameUser 39 12109 Last post November 19, 2011, 03:15:20 PM
by Rolina
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Today at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Today at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Today at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
Yesterday at 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
Yesterday at 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
Yesterday at 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
Yesterday at 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
Yesterday at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Yesterday at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Yesterday at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

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